I have made a dynamic material instance with an opacity parameter. I have also made an actor blueprint that contains an speech bubble mesh and a trigger box. All I want it so that when you enter the mesh collision trigger that the opacity drops from 1.0 to 0.2 Here is what I have, Bonus questions; 1) Is this generally how…
I'm going to be making a city but I'm not sure how to create the roads/sidewalks: -Are they just terrain layer materials? -Are they modular models? (if so how would you account for the surface curve and bend (circular shape of road) (I'd be confused how to connect the pieces without seams) -Is the road just 1 model itself?…
18/02/23 - Hero Assets and Emissive Textures Hi o/ - quick update Hero Assets - Modelling and texturing of the 4 hero assests needed for this building is now complete. They all use the same trim sheet as the rest of the building so that if any texture changes are needed they will continue to be uniform in apperance. In…
In response to the original question: Designer has been at the core of material pipelines I've built for almost a decade now and I haven't seen any alternative options popping up. If you view it simply as a texture authoring tool then its always been pretty redundant - 99% of people will get better results in photoshop and…
It's not really reasonable to accommodate for decade old hardware, no. Whether you do is a decision for you and your project. Depending on the kind of crash it might still be worth investigating as that might imply something incorrect about your programming, but if it is just running out of memory or overloading the card…
Following the 2021.2 release, the 3ds Max roadmap has been updated to reveal some of the new features we can expect in the future. This includes: * improved Brush tools * a new Asset Depot * a modernised Trackview Treeview * UV-less decal texturing (using OSL) * OpenVDB-based Volume Booleans and native OpenVDB support *…
hey man! looks good so far, but: 1. If a room has any light source in it it doesn't have any pitch black areas. 2. Those bushes need some adjusting, maybe look into making them in layers if you know what i mean 3. Cables should have some hinges that hold them in place and maybe more polys 4. Ground meshes under the metro…
@NathanBarat: No i havent touched upon lighting yet, i wanted to get everything in and textured before i did the lighting it is just point lit at the minute to test lightmaps, textures etc. @Sharvo: thanks for the feedback i am going to experiment with decals and overlay them on top of the texture to give a bit of grunge i…
I think you are talking about the weighted normal and normal decal workflow. I thought about it, but I'm not sure if they are using it fir every assets or only the bigger ones. Since this is a more a classic prop (then a environment piece) I believe they will use a normal approach with it and that's why I will do it also…
Very nice The only thing that is really lacking is some larger forms in the texture. Some nice big chunky specific damage, a large scrape here, a dent here, something purposely defined that tells a story. Right now you've just got a little bit of minor wear but none of it stands out, its just there for basic material…